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Messages - RosalinaGalaxer

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1
Journals / Re: Insurgence of Forgotten Fairies
« on: May 10, 2019, 11:09:06 pm »
  Hey everybody,

  So, I'm going to be stepping away from this project. I'm probably going to be stepping away from game development as a whole for a while in fact. I've been very busy with everyday life, and game dev isn't as appealing to me as it used to be.

  However,

  That does not mean that this game is not going to be made. Since the beginning of Project Innocence, I've been working with Akemi, who you might know from on Discord. She's actually the one who first came up with the idea for Project Innocence, and who does the bulk of design and programming for the game. So we talked a bit and she said that she'd be able to carry on the project without me, as I'm not that invested in it anymore.

  Akemi will probably post pretty soon after this, introducing herself to the forums, and this thread in particular.

  As my final... announcement, I guess you could say, I'd like to say that we've decided to change this game's name from 2nd Project Innocence: Insurgance of Forgottan Fairies to 1st Project Seijun: IoFF.

  A big thank you to this community for all you've done, and happy game-making!

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Journals / Re: Insurgence of Forgotten Fairies
« on: April 11, 2019, 07:38:56 pm »
  It's been a bit. I haven't been updating here because I felt like I haven't been getting anything done. However:



Once again, the gradient in the background is a placeholder.

  I do in fact have some tangible progress!

  In actuality, I've gotten a lot done. Just most of it isn't in-game yet. I've gone through two artstyles before settling on this one. In addition to those two portraits I have four more: one different expression for each of the characters there, and two more for another character.

  I also have three (almost four) music tracks completed as well. Which leads into my currently biggest problem yet. I've run into an odd audio problem with Chrome. All the audio on Chrome is muffled, and plagued with random pops.

  Also, how does this HUD font look? I'm also thinking of just doing a straight white font.

3
Chit-Chat / Re: A small tip for stencyl, rather when to use it
« on: April 04, 2019, 09:21:41 pm »


I'm PurpleKingCrazy and I'm Crazy! Thanks For the tips!
¿uʍop ǝpᴉsdn ɹo 'dn ǝpᴉsuʍop

4
I recently bought a drawing course on Udemy. For my current game, I've been hand drawing rough drawings on paper, which I'll take a picture of and draw over again in Autodesk Sketchbook. But it really depends on what you want your game to look like.

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Ask a Question / Re: Backgrounds
« on: March 26, 2019, 02:24:37 pm »
Good to know. Now to wait for the public release.

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Ask a Question / Backgrounds
« on: March 26, 2019, 01:53:43 pm »
How can I make a nigh fullscreen background that animates at 30 fps not break Stencyl? Each frame is 491 x 606, and I need at least 12 of them. I've tried using an actor for ease of use (the background doesn't start at x0, y0) but that just made Java run out of memory. I assume the same happens with an actual Background, which I would need to make 640 x 640 anyways, so each image would be even bigger.

7
I thought this was broken in 4.0... Did you get it working, squeeb? That'd be great if you did: I really need it for my main project.

8
Ask a Question / Re: Dynamic Color Changes
« on: March 11, 2019, 11:24:56 pm »
Is it possible to animate an image instance? That should be possible if you constantly take the image of an animating actor, right?

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Ask a Question / Re: Dynamic Color Changes
« on: March 11, 2019, 10:43:19 pm »
So have the main color be the part of the actual main actor, and then have a second actor that gets revealed as time goes on?

What blocks would that need, just to get me going?

10
Ask a Question / Dynamic Color Changes
« on: March 11, 2019, 10:29:15 pm »
Is there a way to slowly change the color of a character's hair (not all at once, from the roots out) with the Stencyl engine? I don't see a way to do this with pure animation, as I'd want to do this while the player is running around, so the animations wouldn't flow right.

11
Ask a Question / Re: The Dialog Extension Changed...
« on: February 23, 2019, 08:56:15 pm »
Oh.

I thought it was percentages or the actual pixel size, so I put 100. You can probably see what was wrong...

Thanks for the help! I should be able to get this running now.

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Ask a Question / Re: The Dialog Extension Changed...
« on: February 23, 2019, 07:15:04 pm »
So how does the size tween work? Do you input the pixel size of the image, or something else special?

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Ask a Question / Re: The Dialog Extension Changed...
« on: February 22, 2019, 03:34:49 pm »
Okay, good to know. A couple more questions.

Are the tweens still calculated in percents?  My dialogue box filled the entire screen for some reason. And how do I rename a plugin? It's super overwhelming to only have New (X) 1 to work with.

14
Ask a Question / The Dialog Extension Changed...
« on: February 22, 2019, 02:43:43 pm »
So I went to set up the dialog extension for my side project. However, the data structures part of it has completely changed, and I'm not sure how to use it. It's asking for plugins and whatnot. It looks like somebody went and disassembled the "Style" thing and said "Ha ha! Have fun trying to get everything to work now!"

Anybody know what happened? I'm running b10240.

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Journals / Re: Insurgence of Forgotten Fairies
« on: February 19, 2019, 03:18:40 pm »
Shot Type A: "Homing Necklace"

Unfocussed

Focussed

 I've got shots working! So far I've just got Kiyoko's A type shot, but in the final game there will be six unique shot types to choose from. Each shot increases in power depending on how much "Potential" you have. You can increase your Potential by grabbing the purple "P" drops. Those "Ex" drops add to your Extend. Once you get enough Ex, you get another life, or if you have max lives, you'll get a "Potential Shift". Along with these shots came the options: the orbs around Kiyoko. They were a bit of a nightmare to code, but with a little help (thanks LIBERADO!) I've got them working.

 I also played around with the HUD font. I dunno if it's better, but I think it stands out a bit more.

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